﻿using System;
using System.Collections.Generic;
using UnityEngine;
using ZZQFrameWork;

namespace ZZQFrameWork.AI
{

    #region 行为节点子节点

    /// <summary>
    /// 原地待机
    /// </summary>
    public class IdleSpace : ActionNode
    {
        public override Enum_BTState Proc(EntityParent owner)
        {
            //UnityEngine.Debug.Log("待机");
            return owner.ProcIdle();
        }
    }

    /// <summary>
    /// 移动到目标
    /// </summary>
    public class MoveTo : ActionNode
    {
        public override Enum_BTState Proc(EntityParent owner)
        {
            //UnityEngine.Debug.Log("移动");
            return owner.ProcMoveTo();
        }
    }

    /// <summary>
    /// 释放技能
    /// </summary>
    public class FreedSkill : ActionNode
    {
        public override Enum_BTState Proc(EntityParent owner)
        {
            return owner.ProcFreedSkill();
        }
    }

    /// <summary>
    /// 攻击目标
    /// </summary>
    public class AttackTo : ActionNode
    {
        public override Enum_BTState Proc(EntityParent owner)
        {
            //Debug.Log("开始攻击");
            //return ModuleManager.Instance.Get<BattleModule>().AttackTo(owner.nowNode.goods.GetComponent<EntityParent>(), owner.selectNode.goods.GetComponent<EntityParent>());
            return owner.ProcAttackTo();
        }
    }

    public class IsCanNotMove : ActionNode
    {
        public override Enum_BTState Proc(EntityParent owner)
        {
            return Enum_BTState.Success;
        }
    }

    #endregion


    public class ActionNodes
    {
    }
}